Spiders killing in 2 bites is a bit excessive
Posted: Tue May 25, 2021 10:44 pm
Spiders are less fun compared to zombies, and seem to take over the station every other day. Please make fighting spiders more fun and less deadly
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https://sb.atlantaned.space/rounds/162917cacogen wrote:I feel like you aren't allowed to make feedback threads like this because it is assumed to be your fault if you die
i was gonna say git gud...Pandarsenic wrote:All "git gud" aside, it does seem like Spiders have a massively, disproportionately high danger relative to other things that are allegedly the same Threat value.
So what you're saying is it kills the crew on Sybil, but not on Manuelchocolate_bickie wrote:I have never seen a competent crew fail to stop a spider infestation.
Spiders are an antag that punishes bad players and bad crews.
basically, he's saying robust crews that open up armory to the damn crew, and cargo buys riot armor you're fine.Helios wrote:So what you're saying is it kills the crew on Sybil, but not on Manuelchocolate_bickie wrote:I have never seen a competent crew fail to stop a spider infestation.
Spiders are an antag that punishes bad players and bad crews.
spiders have an easy way to die I like this way. You fucking low pressurize everywhere on the station vents and all by that I mean weld the vents and shit and just put plasma inside of it with some heat (after warning crew and telling craptin and other heads including ai)Cobby wrote:Is it a code issue that players aren’t able to check xenobio freely enough to spot a growing spider army or is it more on the player end that no one is checking the job to ensure they’re acting proper?
Spiders grow into power so the main way to counter that would be to check up on the department, which most people tend to just let xenobio and viro do their thing with minimal interference.
As for spiders strength I’m fine with them being toned down a bit since usually by the time one is ballsy enough to openly harass they’ve already won, but I am curious to what extent the overarching issue is code-based.
most spiders come from dynamic/random event id thinkCobby wrote:Is it a code issue that players aren’t able to check xenobio freely enough to spot a growing spider army or is it more on the player end that no one is checking the job to ensure they’re acting proper?
Spiders grow into power so the main way to counter that would be to check up on the department, which most people tend to just let xenobio and viro do their thing with minimal interference.
As for spiders strength I’m fine with them being toned down a bit since usually by the time one is ballsy enough to openly harass they’ve already won, but I am curious to what extent the overarching issue is code-based.
Unironically, yesHelios wrote:So what you're saying is it kills the crew on Sybil, but not on Manuelchocolate_bickie wrote:I have never seen a competent crew fail to stop a spider infestation.
Spiders are an antag that punishes bad players and bad crews.
In my recent experience, Spiders event into a quiet maint passage or a bathroom, get some player ghosts, chill until they reach critical mass, and then flood out and destroy SybilJaredfogle wrote:most spiders come from dynamic/random event id thinkCobby wrote:by the time one is ballsy enough to openly harass they’ve already won, but I am curious to what extent the overarching issue is code-based.
You know the monkey requirement for spider reproduction is gone right? Spider eggs are just a thing with a 10 second cooldown now.Cobby wrote:Is it a code issue that players aren’t able to check xenobio freely enough to spot a growing spider army or is it more on the player end that no one is checking the job to ensure they’re acting proper?
Spiders grow into power so the main way to counter that would be to check up on the department, which most people tend to just let xenobio and viro do their thing with minimal interference.
As for spiders strength I’m fine with them being toned down a bit since usually by the time one is ballsy enough to openly harass they’ve already won, but I am curious to what extent the overarching issue is code-based.
It's worth noting spider HP was also nerfed in this update, they can't vent crawl now and only broodmothers can lay eggs.carshalash wrote:You know the monkey requirement for spider reproduction is gone right? Spider eggs are just a thing with a 10 second cooldown now.Cobby wrote:Is it a code issue that players aren’t able to check xenobio freely enough to spot a growing spider army or is it more on the player end that no one is checking the job to ensure they’re acting proper?
Spiders grow into power so the main way to counter that would be to check up on the department, which most people tend to just let xenobio and viro do their thing with minimal interference.
As for spiders strength I’m fine with them being toned down a bit since usually by the time one is ballsy enough to openly harass they’ve already won, but I am curious to what extent the overarching issue is code-based.
Do you think all the advice posted in this thread will stop Sybil from being wrecked next time spiders are spawned?GamerAndYeahMick wrote:Pointless thread, just crack a window and watch them all die in less than a minute or something.
I always open windows like a family who doesn't spend money on ACcacogen wrote:they are like "there is powerful counterplay so it's fine" but if nobody's doing it then it's not